Shader "Custom/ScrollShader" { Properties { _MainTex ("Texture", 2D) = "white" {} _ScrollSpeedY ("Scroll Speed Y", Float) = 1.0 _Color ("Tint Color", Color) = (1, 1, 1, 1) } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" } LOD 100 Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _ScrollSpeedY; float4 _Color; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); // Adjust UV coordinates to scroll in the Y direction float scrollY = _Time.y * _ScrollSpeedY; o.uv = v.uv; o.uv.y += scrollY; return o; } fixed4 frag (v2f i) : SV_Target { // Sample the texture using the updated UV coordinates fixed4 col = tex2D(_MainTex, i.uv) * _Color; return col; } ENDCG } } FallBack "Transparent/Diffuse" }